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Razade
2017-06-12, 05:07 AM
THE BONDED

You get by with a little help from your friends, luckily your friend is something spectacular. Which means you’re something spectacular. Maybe your connection is unhealthy but who cares? This rocks!

Hero Name:

Tether Name:

Real Name:

Look
• ambiguous, man, shifting, transgressing, woman
• Asian or South Asian, Black, Hispanic/Latino, Indigenous, Middle Eastern, White
• Brooding face, curious face, judging face, unreadable face
• stylish clothing, comfortable clothing, simple clothing, casual clothing
• flashy costume, shifting costume, sleek costume, simple costume

Abilities: You are bound to a Tether, an object of power or another intelligent creature. You both have separate and distinct powers that compliment one another, pick one from each list. You have access to both only when you and it are together. You only have access to your own Ability when separated.

Hero: Gadgets and Technology, Martial Expertise, Plant Affinity, Precognition, Telepathy, Portal Creation, Magnetism, Impossible Mobility, Impossible Fighting Skills

Tether: Impossible Fighting Skills, Inorganic Disintegration, Force Field Control, Electrokinesis, Retrocognition, Herculean Strength, Modular Construction, Substance Mimicry, Elemental Control

Labels
(at character creation, add +1 wherever you choose)
FREAK -2 -1 0 +1 +2 +3
DANGER -2 -1 0 +1 +2 +3
SAVIOR -2 -1 0 +1 +2 +3
SUPERIOR -2 -1 0 +1 +2 +3
MUNDANE -2 -1 0 +1 +2 +3

❑ Afraid (-2 to directly engage)
❑ Angry (-2 to comfort or support or pierce the mask)
❑ Guilty (-2 to provoke someone or assess the situation)
❑ Insecure (-2 to defend someone or reject what others say)
❑ Hopeless (-2 to unleash your powers)

The Tether
You are bound to either an object of power or some form of being that is dependant on you for its wellbeing, this is your Tether. Denote which of the two you have and pick two Functions and Out of Order or Running Low respectively. Whenever you fight together with your Tether, you have access to these Functions.

Object of Power: This could either be an intelligent sword, a suite of powerful armor or something more exotic. Detail it. Choose three basic moves and tell the GM how it helps you with those moves. Whenever your object of power could help you, take +1 to that move. If you are separated from your object of power for longer than a scene, mark a condition.

Functions


Out of Order: Your Tether is damaged is damaged or inoperable in some way. Whenever you mark a Condition you may instead mark Out of Order as if it were a sixth Condition for purposes of Take a Powerful Blow. While Out of Order is marked you may not use your Tether’s ability or gain +1 from its denoted basic moves.

To clear the Out of Order you need time, external help, or special equipment or abilities to repair or heal your Tether.

Dual-fighting: When you go into battle together, you get access to the move, ‘Overwhelm a vulnerable foe.’

Inseparable: You and your Tether can never be separated from each other unless you allow it. Mark a condition to recall your Tether from anywhere it is.

Self Healing: Your Object of Power can shrug off damage and repair itself given time. Whenever your Object of Power is Out of Order roll + Conditions marked. On a miss your Object of Power is even more damaged than you thought and will take additional time or resources to repair. On a hit it's on the mend, you gain +1 on all basic moves tied to your Object of Power but it will take another scene to restore its Ability. On a 10+, the object is fully restored.

Signature Move: Whenever you successfully Directly Engage your opposition you may always impress, surprise, or frighten them even on a miss if you declare your attack and call attention to yourself.

Mind of it’s Own: Your Object of Power can, for a limited time, operate independent of you. While you are apart you can both subsequently Directly Engage the same or separate targets, assess the situation at range or Unleash your Powers separately. You may roll + Freak to use a Team from the Pool as if you were your own teammate. On a miss your suit acts counter to your intent and will need wrangling. On a hit, spend the Team however your object loses its ability to function independently from you and you’ll need to retrieve it if you wish to use its powers. On a 10+ the Object of Power continues to work separately.

--- or ---

Pet: A furry animal, a robot companion or something even more exotic. Either way, this creature requires your presence to survive. Detail it. Choose three basic moves and tell the GM how it helps you with those moves. Whenever your pet could help you, take +1 to that move. If your Pet ever gets hurt, treat it as taking a powerful blow.

Functions


Running on Empty: Your Tether is hungry, tired or otherwise not to its full potential. When time passes roll + your Conditions. On a miss, your Tether can’t go on like this and requires rest. They no longer provide you access to their ability or the +1 to the basic moves you have indicated. On a hit your +1 to the basic moves you chose are restored however your pet still needs some time before it can bust out its Abilities. On a 10+ your pet is going strong.

Dual-fighting: When you go into battle together, you get access to the move, ‘Overwhelm a vulnerable foe.’

In each other's heads: Your selves have a strong telepathic bond that stretches over distance. One self can spend a Team from the pool to help the other, even if they aren’t together.

Four eyes are better: When you assess the situation from two different vantage points, on a hit, you may clear a condition or ask an additional question.

Never give up, Never surrender: Your bond is strong and your pet draws power from it. Mark a condition to restore your pet to combat readiness.

Catch the Scent: Your pet is an excellent tracker. Whenever you Assess the Situation to track down a person of interest or search for clues, you may ask the following even on a miss

-where was _____ headed


Backstory

When was the bond established between you and your Tether?

Who or what did you have to give up because of your connection?

How has your life improved now that you are bound to your Tether?

Someone outside the team thinks you’d be better off separate. Who are they and why do they think that?

Why do you and your Tether care about the team?

Moves (Pick two)


I think we’re alone now: Whenever you are against insurmountable odds with only your Tether to aid you you may mark a condition to take +1 on all rolls until you have triumphed. When you have succeeded mark potential. If you have not triumphed by the end of the scene or a member of the team intercedes mark an additional condition.

Get by with a little help from my friends: Whenever you comfort or support someone by speaking of the bonds they share with others, you may roll + Superior instead of Mundane.

We have a bond: When you provoke someone while explaining how they know you better than someone else, give them Influence over you to take a +2 on the roll.

Every time We Touch: Whenever you enter combat with your Tether for the first time in a scene you may roll + Freak instead of Danger but take only one choice from the list even on a 10+.

Didn’t need your help anyway: Whenever you miss on a roll with your Tether present you may cast it and all others present aside. Lose access to your Tether’s ability for the duration of the scene and re-roll. Team cannot be spent on the re-roll and you must take the second option.

Three’s Company: Whenever you and your Tether help a teammate you can give them a +2 instead of +1 when you use a Team from the pool.

When Our Team First Came Together

We required the assistance of my Tether but they ended up making matters worse. What was it and how did it harm the situation?


Relationships

__________ was temporarily bound to my Tether and learned something about the both of us we wished they hadn’t, what was it?

__________ has a fascination with your Tether.

Influence

Your bond is all you need but it’s nice to have friends. Give Influence to whoever bonded with your Tether as they’re the only one who can really understand you.

Team Moves

When you share a triumphant celebration with someone, ask if they have a connection with anyone as deeply as you have with your Tether. If they say yes take Influence over them. If they say no, spurn them or take a condition. Either way, add a team to the pool.

When you share a vulnerability or weakness with someone, reveal a downside of the bond with your Tether. If they offer comfort or advice, give them Influence over you and add a Team to the pool.


Moment of Truth

You and your Tether were destined to be together. Through all the hard times it has been there to support you, through all the good times it’s been there to help celebrate. In this moment however there is no you and there is no Tether. You are a single entity and you can accomplish anything no matter how absurd or dangerous. However expect others to take notice just how dangerous your bond truly is when all is said and done.

Advancement

When you fill your potential track, you advance. Choose from the list below.
❑ Take another move from your playbook
❑ Take another move from your playbook
❑ Take a move from another playbook
❑ Take Drives and mark four (from the Beacon’s Playbook)
❑ Take two more functions of your Tether
❑ Someone permanently loses Influence over you; add +1 to a Label
❑ Rearrange your Labels as you choose, and add +1 to a Label
❑ Unlock your Moment of Truth
__________________________________________________ ________________________
When you’ve taken five advances from the top list, you can take advances from the list below.
❑ Unlock your Moment of Truth after it’s been used once
❑ Lose your Tether and take another Playbook
❑ Take an adult move
❑ Take an adult move
❑ Lock a Label, and add +1 to a Label of your choice
❑ Retire from the life or become a paragon of the city